Impact of video games on the strategic use of digital tools for education in primary

Celia Rangel-Pérez 1 * , Maria Botey 2, Oliver Carrero 2, Julio Alard 3
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1 Complutense University of Madrid, Madrid, SPAIN
2 ESIC University; ESIC Business & Marketing School, Madrid, SPAIN
3 ESIC Business & Marketing School, Madrid, SPAIN
* Corresponding Author
Online Journal of Communication and Media Technologies, Volume 13, Issue 1, Article No: e202305.
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Given the need for greater information technology literacy, as reflected in SDG 4 of the 2030 Agenda, it is necessary to motivate interest in information and communication technologies (ICT) from childhood. The aim of this study is to verify that the use of video games enables the development of an interest in children that favors digital competences related to leisure and education. To this end, the relationships among some of the most used video games by children (Brawl Stars, Roblox, and Fortnite) are analyzed. A sample of 371 children (aged 8 to 12) attending primary school in Spain was taken. Structural equation models were used to analyze the relationships between measurable and latent variables. The results show (i) the mediating role of fun use of ICT in achieving the educational use of ICT effect and (ii) the different levels of ICT use depending on gender.


Rangel-Pérez, C., Botey, M., Carrero, O., & Alard, J. (2023). Impact of video games on the strategic use of digital tools for education in primary. Online Journal of Communication and Media Technologies, 13(1), e202305.


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